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6502bench/SourceGen/VisBitmapAnimation.cs

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/*
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Text;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
namespace SourceGen {
/// <summary>
/// A visualization with animated contents.
/// </summary>
/// <remarks>
/// This has a list of references to Visualization objects. The cached images are
/// displayed in sequence, at a rate determined by animation parameters also held here.
///
/// As with the base class, instances are generally immutable for the benefit of undo/redo.
/// </remarks>
public class VisBitmapAnimation : Visualization {
/// <summary>
/// Frame delay parameter.
/// </summary>
public const string P_FRAME_DELAY_MSEC_PARAM = "_frameDelayMsec";
public const string P_FRAME_DELAY_MSEC_PARAM_OLD = "frame-delay-msec";
/// <summary>
/// Fake visualization generation identifier.
/// </summary>
public const string ANIM_VIS_GEN = "(animation)";
/// <summary>
/// Serial numbers of visualizations, e.g. bitmap frames.
/// </summary>
/// <remarks>
/// We don't reference the Visualization objects directly because they might get
/// edited (e.g. the tag gets renamed), which replaces them with a new object with
/// the same serial number. We don't do things like renames in place because that
/// makes undo/redo harder.
///
/// (We could reference the Visualization objects and then do a serial number lookup
/// before using it. Some opportunities for optimization should the need arise. This
/// might also allow us to avoid exposing the serial number as a public property, though
/// there's not much advantage to that.)
/// </remarks>
private List<int> mSerialNumbers;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="tag">Unique identifier.</param>
/// <param name="visGenIdent">Visualization generator identifier.</param>
/// <param name="visGenParams">Parameters for visualization generator.</param>
/// <param name="visSerialNumbers">Serial numbers of referenced Visualizations.</param>
public VisBitmapAnimation(string tag, string visGenIdent,
ReadOnlyDictionary<string, object> visGenParams, VisBitmapAnimation oldObj,
List<int> visSerialNumbers)
: base(tag, visGenIdent, visGenParams, oldObj) {
Debug.Assert(visSerialNumbers != null);
// Make a copy of the list.
mSerialNumbers = new List<int>(visSerialNumbers.Count);
foreach (int serial in visSerialNumbers) {
mSerialNumbers.Add(serial);
}
CachedImage = BLANK_IMAGE;
OverlayImage = ANIM_OVERLAY_IMAGE;
}
/// <summary>
/// Generates a cached image for the animation.
/// </summary>
/// <remarks>
/// Currently just using the first frame. We could do fancy things, like make a
/// poster with the first N images.
/// </remarks>
/// <param name="visSets">List of visualization sets.</param>
public void GenerateImage(SortedList<int, VisualizationSet> visSets) {
CachedImage = BLANK_IMAGE;
if (mSerialNumbers.Count == 0) {
return;
}
Visualization vis = VisualizationSet.FindVisualizationBySerial(visSets,
mSerialNumbers[0]);
if (vis != null) {
CachedImage = vis.CachedImage;
}
}
/// <summary>
/// The number of Visualizations linked from this animation.
/// </summary>
/// <remarks>
/// Visualizations may appear more than once in the list. Each instance is counted.
/// </remarks>
public int Count {
get { return mSerialNumbers.Count; }
}
/// <summary>
/// Indexes the serial number list.
/// </summary>
public int this[int index] {
get {
return mSerialNumbers[index];
}
}
/// <summary>
/// Returns true if this visualization holds a reference to the specified serial number.
/// </summary>
public bool ContainsSerial(int serial) {
// Linear search. We don't do this a lot and our lists our short, so okay for now.
foreach (int ser in mSerialNumbers) {
if (ser == serial) {
return true;
}
}
return false;
}
/// <summary>
/// Strips serial numbers out of the list.
/// </summary>
/// <param name="visAnim">Object to strip serial numbers from.</param>
/// <param name="removedSerials">List of serial numbers to remove.</param>
/// <param name="newAnim">Object with changes, or null if nothing changed.</param>
/// <returns>True if something was actually removed.</returns>
public static bool StripEntries(VisBitmapAnimation visAnim, List<int> removedSerials,
out VisBitmapAnimation newAnim) {
bool somethingRemoved = false;
// Both sets should be small, so not worried about O(m*n).
List<int> newSerials = new List<int>(visAnim.mSerialNumbers.Count);
foreach (int serial in visAnim.mSerialNumbers) {
if (removedSerials.Contains(serial)) {
Debug.WriteLine("Removing serial #" + serial + " from " + visAnim.Tag);
somethingRemoved = true;
continue;
}
newSerials.Add(serial);
}
if (somethingRemoved) {
newAnim = new VisBitmapAnimation(visAnim.Tag, visAnim.VisGenIdent,
visAnim.VisGenParams, visAnim, newSerials);
} else {
newAnim = null;
}
return somethingRemoved;
}
public static bool operator ==(VisBitmapAnimation a, VisBitmapAnimation b) {
if (ReferenceEquals(a, b)) {
return true; // same object, or both null
}
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) {
return false; // one is null
}
return a.Equals(b);
}
public static bool operator !=(VisBitmapAnimation a, VisBitmapAnimation b) {
return !(a == b);
}
public override bool Equals(object obj) {
if (!(obj is VisBitmapAnimation)) {
return false;
}
// Do base-class equality comparison and the ReferenceEquals check.
if (!base.Equals(obj)) {
return false;
}
VisBitmapAnimation other = (VisBitmapAnimation)obj;
if (other.mSerialNumbers.Count != mSerialNumbers.Count) {
return false;
}
for (int i = 0; i < mSerialNumbers.Count; i++) {
if (other.mSerialNumbers[i] != mSerialNumbers[i]) {
return false;
}
}
return true;
}
public override int GetHashCode() {
return base.GetHashCode() ^ mSerialNumbers.Count; // weak
}
}
}